Anisotropic Filter Kernel for Accurate Soft Shadows

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Solution Overview

Problem

Conventional ray-tracing methods for rendering soft shadows in virtual environments require a large number of samples, leading to computational delays and unrealistic blur patterns due to inaccurate filter kernel dimensions and weights, especially when assumptions about light sources are incorrect.

Innovation Solution

The approach determines anisotropic filter kernels with accurate dimensions and weights based on the actual spatial properties of light sources and their positions relative to occluders and virtual cameras, using geometric analysis to compute filter dimensions and weights that reflect the virtual environment's characteristics.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If a large number of ray-traced samples are used for each pixel, then the accuracy of lighting conditions is improved, but the computational resources and rendering time increase significantly

Engineering Contradiction:
Improveaccuracy of lighting conditionsVSAvoidrendering time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent pre-calculates and stores the geometry of the virtual environment, including light source positions, occluder locations, and surface properties, before the actual rendering process. This preliminary geometric analysis enables the system to determine accurate filter kernel dimensions and weights without requiring numerous ray-traced samples during rendering, thus resolving the contradiction between lighting accuracy and rendering time

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent replaces the traditional mechanical ray-tracing sampling approach with a geometric calculation-based filtering system. Instead of casting hundreds or thousands of rays per pixel to determine lighting conditions, the system uses pre-computed geometry to directly calculate the appropriate filter kernel parameters, substituting a computationally intensive mechanical sampling process with a more efficient geometric computation approach

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Ease of manufacture

If conventional isotropic filter kernels are used with assumptions about light sources, then the filtering process is simplified, but the filter kernel dimensions and weights become inaccurate when assumptions are incorrect

Engineering Contradiction:
Improvesimplicity of filtering processVSAvoidaccuracy of filter kernel dimensions
Core Design Contradiction:
Ease of manufactureVSMeasurement precision

Solution Approach 1:

The patent dynamically changes the parameters of the filter kernel (dimensions and weights) based on the actual geometric properties of the virtual environment. Instead of using fixed isotropic filter kernels based on simplified assumptions, the system calculates anisotropic filter kernel parameters that adapt to the specific configuration of light sources, occluders, and surfaces, thereby maintaining both computational simplicity and high accuracy

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent inverts the conventional approach by not starting with filter kernel assumptions and then adjusting for geometric accuracy. Instead, it starts with the actual geometric configuration of the virtual environment and derives the filter kernel parameters directly from these geometric properties, reversing the traditional workflow to eliminate the need for simplifying assumptions

Inventive Principle:
Principle #13The other way round (Inversion)

Data Source

PatentUS20240338884A1Shadow denoising in ray-tracing applications
Publication Date: 2024.10.10 NVIDIA CORP
  • US20240338884A1 patent drawing
  • US20240338884A1 patent drawing
  • US20240338884A1 patent drawing

AI summary

In various examples, the actual spatial properties of a virtual environment are used to produce, for a pixel, an anisotropic filter kernel for a filter having dimensions and weights that accurately reflect the spatial characteristics of the virtual environment. Geometry of the virtual environment may be computed based at least in part on a projection of a light source onto a surface through an occluder, in order to determine a footprint that reflects a contribution of the light source to lighting conditions of the pixel associated with a point on the surface. The footprint may define a size, orientation, and/or shape of the anisotropic filter kernel and corresponding filter weights. The anisotropic filter kernel may be applied to the pixel to produce a graphically-rendered image of the virtual environment.